Run fine in my case below:
Does the ENEMIES Group is activated from first place?
Update revision 1.1 :
https://dl.dropboxusercontent.com/u/659 ... _dir2.capx
Create a global variable "state" then leave it to 0
On start of layout | wait 5 secs then set variable "state" to 1
Add extra condition within spawning events occur
"state" =1 & every 3 secs | spawn enemy
Simply put sprite.count then restrict them:
Just change the keyboard setup with gamepad setup.
Yes outlines make everthing stand out!
Your Events sheet at least must looks like this:
Each enemy copy is shooting altogether.
Use physics behaviour & solid behaviour then adjust their parameter. To create a force set some amount of impulse for ball object within the speed of touch.
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I mean do these polygon collision seem not consistent?
Use for each (ordered), choose ascending or descending then pass unit IID as a parameter. Well that's it in general.
gave a try at your capx but I don't get it, everything seem fine to me. Do you sure it isn't animation sprite thing?
add clamp for cursor.X
If these armors & bodies are already exist in layout, You can just retrieve their UID values. But alternatively You can use IID which order based on objects creation at runtime.
To pin certain armor into certain body, create an instance variable or local variable first then store the UID/IID into.
Boids are awesome.. wait those sample was started in 2012 ? Favor an update then
It is possible to create outer lines on grouped objects?
Just like bold lines in cell shading style.
Maybe you want to counting from 1 to 10? Then this is what I did: